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A bold reassessment of "smart cities" that reveals what is lost when we conceive of our urban spaces as computers Computational models of urbanism—smart cities that use data-driven planning and algorithmic administration—promise to deliver new urban efficiencies and conveniences. Yet these models limit our understanding of what we can know about a city. A City Is Not a Computer reveals how cities encompass myriad forms of local and indigenous intelligences and knowledge institutions, arguing that these resources are a vital supplement and corrective to increasingly prevalent algorithmic models. Shannon Mattern begins by examining the ethical and ontological implications of urban technologies and computational models, discussing how they shape and in many cases profoundly limit our engagement with cities. She looks at the methods and underlying assumptions of data-driven urbanism, and demonstrates how the "city-as-computer" metaphor, which undergirds much of today's urban policy and design, reduces place-based knowledge to information processing. Mattern then imagines how we might sustain institutions and infrastructures that constitute more diverse, open, inclusive urban forms. She shows how the public library functions as a steward of urban intelligence, and describes the scales of upkeep needed to sustain a city's many moving parts, from spinning hard drives to bridge repairs. Incorporating insights from urban studies, data science, and media and information studies, A City Is Not a Computer offers a visionary new approach to urban planning and design.
The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
In this clear-eyed, candid, and ultimately reassuring
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Earth was programmed for destruction in the mad war of the computer worlds - unless the Solarians could stop the machines! Three hundred years ago the Solarians retreated to the safety of their Fortress as Earth became embroiled in the first of the computer wars with the dread Duglaari Empire. The Solarians' final word to all humanity was a promise to reappear one day and bring it to victory. Suddenly, with Earth on the verge of becoming a helpless victim of the merciless Duglaars, the Solarians made contact with Fleet Commander Jay Palmer. It was an offer of aid. But the Solarians' plan was so cunning, so fraught with danger, that Jay faced the greatest decision of his life - and that of Earth's: Accept their ingenious strategy as a stroke of genius or reject it as a trick designed to destroy human life forever.
Redemption of a City is a fictional, futuristic look at consequences of a technically and economically challenged present and future contentment. The story is fast-paced with a look at controversial subject matters and situations, based upon the fictional aspects of the story. Stephanie is an Investigative Journalist in the city of Chicago in the year 2056. She is investigating the events of the past 44 years that have led to the current state of her city. She exposes corruption and deception. But her biggest discovery is unbelievable. Will the story end here? The sequel to Redemption of a City, entitled The Search for Them, will be released in fall 2017.
Archival snapshot of entire looseleaf Code of Massachusetts Regulations held by the Social Law Library of Massachusetts as of January 2020.
Archival snapshot of entire looseleaf Code of Massachusetts Regulations held by the Social Law Library of Massachusetts as of January 2020.